fixed material param settings in PssmShadowRenderer

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9936 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 12 years ago
parent 89d1f64739
commit 89608f3fd5
  1. 11
      engine/src/core/com/jme3/shadow/PssmShadowRenderer.java

@ -531,29 +531,30 @@ public class PssmShadowRenderer implements SceneProcessor {
} }
if (applyHWShadows || mat.getParam("HardwareShadows") == null) { if (applyHWShadows || mat.getParam("HardwareShadows") == null) {
mat.setBoolean("HardwareShadows", compareMode == CompareMode.Hardware); mat.setBoolean("HardwareShadows", compareMode == CompareMode.Hardware);
applyHWShadows = false;
} }
if (applyFilterMode || mat.getParam("FilterMode") == null) { if (applyFilterMode || mat.getParam("FilterMode") == null) {
mat.setInt("FilterMode", filterMode.ordinal()); mat.setInt("FilterMode", filterMode.ordinal());
applyFilterMode = false;
} }
if (mat.getParam("PCFEdge") == null || applyPCFEdge) { if (mat.getParam("PCFEdge") == null || applyPCFEdge) {
mat.setFloat("PCFEdge", edgesThickness); mat.setFloat("PCFEdge", edgesThickness);
applyPCFEdge = false;
} }
if (mat.getParam("ShadowIntensity") == null || applyShadowIntensity) { if (mat.getParam("ShadowIntensity") == null || applyShadowIntensity) {
mat.setFloat("ShadowIntensity", shadowIntensity); mat.setFloat("ShadowIntensity", shadowIntensity);
applyShadowIntensity = false;
} }
if (fadeInfo != null && mat.getParam("FadeInfo") == null || applyFadeInfo) { if (fadeInfo != null && mat.getParam("FadeInfo") == null || applyFadeInfo) {
mat.setVector2("FadeInfo", fadeInfo); mat.setVector2("FadeInfo", fadeInfo);
applyFadeInfo = false;
} }
} }
applyHWShadows = false;
applyFilterMode = false;
applyPCFEdge = false;
applyShadowIntensity = false;
applyFadeInfo = false;
//At least one material of the receiving geoms does not support the post shadow techniques //At least one material of the receiving geoms does not support the post shadow techniques
//so we fall back to the forced material solution (transparent shadows won't be supported for these objects) //so we fall back to the forced material solution (transparent shadows won't be supported for these objects)
if (needsfallBackMaterial) { if (needsfallBackMaterial) {

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